#include "PlayerOwnedState.h"
#include "State.h"
#include "Player.h"
#include "GlobalDefines.h"

// Player IdleState: Default state
PlayerIdleState* PlayerIdleState::Instance()
{
	static PlayerIdleState instance;	

	return &instance;
}

void PlayerIdleState::Enter(Player *a_player)
{
	
}

void PlayerIdleState::Execute(Player *a_player)
{
	
}

void PlayerIdleState::Exit(Player *a_player)
{

}

// Walking state for player
WalkState* WalkState::Instance()
{
	static WalkState instance;	

	return &instance;
}

void WalkState::Enter(Player *a_player)
{
	
}

void WalkState::Execute(Player *a_player)
{
	
}

void WalkState::Exit(Player *a_player)
{

}

// Melee combat
MeleeState* MeleeState::Instance()
{
	static MeleeState instance;	

	return &instance;
}

void MeleeState::Enter(Player *a_player)
{
	
}

void MeleeState::Execute(Player *a_player)
{
	
}

void MeleeState::Exit(Player *a_player)
{

}

// Power Combat
PowerState* PowerState::Instance()
{
	static PowerState instance;	

	return &instance;
}

void PowerState::Enter(Player *a_player)
{
	
}

void PowerState::Execute(Player *a_player)
{
	
}

void PowerState::Exit(Player *a_player)
{

}

// Jump state
JumpState* JumpState::Instance()
{
	static JumpState instance;	

	return &instance;
}

void JumpState::Enter(Player *a_player)
{
	
}

void JumpState::Execute(Player *a_player)
{
	
}

void JumpState::Exit(Player *a_player)
{

}